﻿<!DOCTYPE html>
<html>

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>CubicBezierCurve3</title>
    <!-- <script src="https://cdn.staticfile.org/jquery/3.5.1/jquery.min.js"></script> -->
    <script src="../../js/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <style type="text/css">
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>

<body>
    <script>
        /**
         * 创建场景对象Scene
         */
        var scene = new THREE.Scene();
        /**
         * 创建模型
         */
        var geometry = new THREE.Geometry()

        var p1 = new THREE.Vector3(-80, 0, 0);
        var p2 = new THREE.Vector3(-40, 100, 0);
        var p3 = new THREE.Vector3(40, 100, 0);
        var p4 = new THREE.Vector3(80, 0, 0);

        // 三维三次贝赛尔曲线
        var curve = new THREE.CubicBezierCurve3(p1, p2, p3, p4);
        //getPoints是基类Curve的方法，返回一个vector3对象作为元素组成的数组
        var points = curve.getPoints(100); //分段数100，返回101个顶点
        // setFromPoints方法从points中提取数据改变几何体的顶点属性vertices
        geometry.setFromPoints(points);

        //材质对象
        var material = new THREE.LineBasicMaterial({
            color: 0x000000
        });
        //线条模型对象
        var line = new THREE.Line(geometry, material);
        scene.add(line); //线条对象添加到场景中

        // 点模型
        var geometry2 = new THREE.Geometry();
        geometry2.vertices.push(p1, p2, p3, p4)
        var material2 = new THREE.PointsMaterial({
            color: 0xff00ff,
            size: 10,
        });
        //点模型对象
        var points = new THREE.Points(geometry2, material2);
        scene.add(points); //点模型对象添加到场景中
        scene.add(new THREE.Line(geometry2, material2));

        // 辅助坐标系   老版本AxisHelper 新版本AxesHelper
        var axisHelper = new THREE.AxisHelper(250);
        scene.add(axisHelper);

        /**
         * 光源设置
         */
        //环境光   环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
        var ambient = new THREE.AmbientLight(0x444444);
        // var ambient = new THREE.AmbientLight(0xffffff,0.2);//在构造函数中设置光照强度
        // 设置光照强度属性
        ambient.intensity = 1;
        scene.add(ambient); //环境光对象添加到scene场景中
        //点光源
        var point = new THREE.PointLight(0xffffff);
        //设置点光源位置  光源对象和模型对象的position属性一样是Vector3对象
        //PointLight的基类是Light  Light的基类是Object3D  点光源对象继承Object3D对象的位置属性position
        point.position.set(400, 200, 300);
        scene.add(point);
        /**
         * 相机设置
         */
        var width = window.innerWidth; //窗口宽度
        var height = window.innerHeight; //窗口高度
        var k = width / height; //窗口宽高比
        var s = 150; //三维场景显示范围控制系数，系数越大，显示的范围越大
        //创建相机对象
        var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
        camera.position.set(200, 300, 200); //设置相机位置
        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)

        /**
         * 创建渲染器对象
         */
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height); //设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

        // 渲染函数
        function render() {
            renderer.render(scene, camera); //执行渲染操作
        }
        render();
        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化，改变相机对象的属性
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        //监听鼠标事件，触发渲染函数，更新canvas画布渲染效果
        controls.addEventListener('change', render);
    </script>
</body>

</html>